New file |
| | |
| | | using UnityEngine; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using Cysharp.Threading.Tasks; |
| | | using System; |
| | | using UnityEngine.U2D; |
| | | using LitJson; |
| | | using System.IO; |
| | | using UnityEngine.Networking; |
| | | |
| | | #if UNITY_EDITOR |
| | | using UnityEditor; |
| | | #endif |
| | | |
| | | using LaunchCommon; |
| | | |
| | | public class ResManager : Singleton<ResManager> |
| | | { |
| | | |
| | | |
| | | //不下载时本地安卓测试路径 |
| | | // public string assetBundlesPath = Application.dataPath + "/../AssetBundles/Android/"; |
| | | // public static string bytesFolderName = "logicbytes/"; |
| | | public string StreamingAssetPath |
| | | { |
| | | get |
| | | { |
| | | return ResourcesPath.Instance.StreamingAssetPath; |
| | | } |
| | | } |
| | | public string ExternalStorePath |
| | | { |
| | | get |
| | | { |
| | | return ResourcesPath.Instance.ExternalStorePath; |
| | | } |
| | | } |
| | | |
| | | //用于editor 下的资源路径 |
| | | public string ResourcesOutPath |
| | | { |
| | | get |
| | | { |
| | | return ResourcesPath.ResourcesOutPath; |
| | | } |
| | | } |
| | | |
| | | public string CONFIG_FODLER |
| | | { |
| | | get |
| | | { |
| | | return ResourcesPath.CONFIG_FODLER; |
| | | } |
| | | } |
| | | |
| | | public string ResourcesOutAssetPath |
| | | { |
| | | get |
| | | { |
| | | return ResourcesPath.ResourcesOutAssetPath; |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | | public void Init() |
| | | { |
| | | |
| | | } |
| | | |
| | | public void Release() |
| | | { |
| | | |
| | | } |
| | | |
| | | private string GetExtension(Type type) |
| | | { |
| | | if (type == typeof(GameObject)) |
| | | return ".prefab"; |
| | | else if (type == typeof(Sprite)) |
| | | return ".png"; |
| | | else if (type == typeof(Texture2D)) |
| | | return ".png"; |
| | | else if (type == typeof(Shader)) |
| | | return ".shader"; |
| | | else if (type == typeof(TextAsset)) |
| | | return ".txt"; |
| | | else if (type == typeof(AudioClip)) |
| | | return ".wav"; |
| | | else if (type == typeof(Font)) |
| | | return ".ttf"; |
| | | else if (type == typeof(Material)) |
| | | return ".mat"; |
| | | else |
| | | { |
| | | Debug.LogErrorFormat("GetExtension() => 不支持的资源类型: {0}.", type.Name); |
| | | return ""; |
| | | } |
| | | } |
| | | |
| | | public T LoadAsset<T> (string directory, string name) where T : UnityEngine.Object |
| | | { |
| | | T asset = null; |
| | | #if UNITY_EDITOR |
| | | var path = string.Concat($"Assets/ResourcesOut/{directory}/{name}", GetExtension(typeof(T))); |
| | | asset = UnityEditor.AssetDatabase.LoadAssetAtPath<T>(path); |
| | | #else |
| | | if (prefabBundle == null) |
| | | { |
| | | // string _path = GetAssetFilePath("builtin/prefabs"); |
| | | string _path = GetAssetFilePath($"builtin/{directory}"); |
| | | prefabBundle = AssetBundle.LoadFromFile(_path); |
| | | } |
| | | asset = prefabBundle.LoadAsset(name) as t; |
| | | #endif |
| | | if (asset == null) |
| | | { |
| | | Debug.LogErrorFormat("LoadBuiltInPrefab() => 加载不到资源: {0}.", name); |
| | | } |
| | | |
| | | return asset; |
| | | } |
| | | |
| | | |
| | | |
| | | public void UnloadAsset(string assetBundleName) |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | |
| | | } |